File size: 15,482 Bytes
8d44bc8 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "CombatCharacter.h"
#include "Components/CapsuleComponent.h"
#include "Components/WidgetComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Camera/CameraComponent.h"
#include "EnhancedInputSubsystems.h"
#include "EnhancedInputComponent.h"
#include "CombatLifeBar.h"
#include "Engine/DamageEvents.h"
#include "TimerManager.h"
#include "Engine/LocalPlayer.h"
#include "CombatPlayerController.h"
ACombatCharacter::ACombatCharacter()
{
PrimaryActorTick.bCanEverTick = true;
// bind the attack montage ended delegate
OnAttackMontageEnded.BindUObject(this, &ACombatCharacter::AttackMontageEnded);
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(35.0f, 90.0f);
// Configure character movement
GetCharacterMovement()->MaxWalkSpeed = 400.0f;
// create the camera boom
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->SetupAttachment(RootComponent);
CameraBoom->TargetArmLength = DefaultCameraDistance;
CameraBoom->bUsePawnControlRotation = true;
CameraBoom->bEnableCameraLag = true;
CameraBoom->bEnableCameraRotationLag = true;
// create the orbiting camera
FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);
FollowCamera->bUsePawnControlRotation = false;
// create the life bar widget component
LifeBar = CreateDefaultSubobject<UWidgetComponent>(TEXT("LifeBar"));
LifeBar->SetupAttachment(RootComponent);
// set the player tag
Tags.Add(FName("Player"));
}
void ACombatCharacter::Move(const FInputActionValue& Value)
{
// input is a Vector2D
FVector2D MovementVector = Value.Get<FVector2D>();
// route the input
DoMove(MovementVector.X, MovementVector.Y);
}
void ACombatCharacter::Look(const FInputActionValue& Value)
{
FVector2D LookAxisVector = Value.Get<FVector2D>();
// route the input
DoLook(LookAxisVector.X, LookAxisVector.Y);
}
void ACombatCharacter::ComboAttackPressed()
{
// route the input
DoComboAttackStart();
}
void ACombatCharacter::ChargedAttackPressed()
{
// route the input
DoChargedAttackStart();
}
void ACombatCharacter::ChargedAttackReleased()
{
// route the input
DoChargedAttackEnd();
}
void ACombatCharacter::ToggleCamera()
{
// call the BP hook
BP_ToggleCamera();
}
void ACombatCharacter::DoMove(float Right, float Forward)
{
if (GetController() != nullptr)
{
// find out which way is forward
const FRotator Rotation = GetController()->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
// get forward vector
const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
// get right vector
const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement
AddMovementInput(ForwardDirection, Forward);
AddMovementInput(RightDirection, Right);
}
}
void ACombatCharacter::DoLook(float Yaw, float Pitch)
{
if (GetController() != nullptr)
{
// add yaw and pitch input to controller
AddControllerYawInput(Yaw);
AddControllerPitchInput(Pitch);
}
}
void ACombatCharacter::DoComboAttackStart()
{
// are we already playing an attack animation?
if (bIsAttacking)
{
// cache the input time so we can check it later
CachedAttackInputTime = GetWorld()->GetTimeSeconds();
return;
}
// perform a combo attack
ComboAttack();
}
void ACombatCharacter::DoComboAttackEnd()
{
// stub
}
void ACombatCharacter::DoChargedAttackStart()
{
// raise the charging attack flag
bIsChargingAttack = true;
if (bIsAttacking)
{
// cache the input time so we can check it later
CachedAttackInputTime = GetWorld()->GetTimeSeconds();
return;
}
ChargedAttack();
}
void ACombatCharacter::DoChargedAttackEnd()
{
// lower the charging attack flag
bIsChargingAttack = false;
// if we've done the charge loop at least once, release the charged attack right away
if (bHasLoopedChargedAttack)
{
CheckChargedAttack();
}
}
void ACombatCharacter::ResetHP()
{
// reset the current HP total
CurrentHP = MaxHP;
// update the life bar
LifeBarWidget->SetLifePercentage(1.0f);
}
void ACombatCharacter::ComboAttack()
{
// raise the attacking flag
bIsAttacking = true;
// reset the combo count
ComboCount = 0;
// notify enemies they are about to be attacked
NotifyEnemiesOfIncomingAttack();
// play the attack montage
if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance())
{
const float MontageLength = AnimInstance->Montage_Play(ComboAttackMontage, 1.0f, EMontagePlayReturnType::MontageLength, 0.0f, true);
// subscribe to montage completed and interrupted events
if (MontageLength > 0.0f)
{
// set the end delegate for the montage
AnimInstance->Montage_SetEndDelegate(OnAttackMontageEnded, ComboAttackMontage);
}
}
}
void ACombatCharacter::ChargedAttack()
{
// raise the attacking flag
bIsAttacking = true;
// reset the charge loop flag
bHasLoopedChargedAttack = false;
// notify enemies they are about to be attacked
NotifyEnemiesOfIncomingAttack();
// play the charged attack montage
if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance())
{
const float MontageLength = AnimInstance->Montage_Play(ChargedAttackMontage, 1.0f, EMontagePlayReturnType::MontageLength, 0.0f, true);
// subscribe to montage completed and interrupted events
if (MontageLength > 0.0f)
{
// set the end delegate for the montage
AnimInstance->Montage_SetEndDelegate(OnAttackMontageEnded, ChargedAttackMontage);
}
}
}
void ACombatCharacter::AttackMontageEnded(UAnimMontage* Montage, bool bInterrupted)
{
// reset the attacking flag
bIsAttacking = false;
// check if we have a non-stale cached input
if (GetWorld()->GetTimeSeconds() - CachedAttackInputTime <= AttackInputCacheTimeTolerance)
{
// are we holding the charged attack button?
if (bIsChargingAttack)
{
// do a charged attack
ChargedAttack();
}
else
{
// do a regular attack
ComboAttack();
}
}
}
void ACombatCharacter::DoAttackTrace(FName DamageSourceBone)
{
// sweep for objects in front of the character to be hit by the attack
TArray<FHitResult> OutHits;
// start at the provided socket location, sweep forward
const FVector TraceStart = GetMesh()->GetSocketLocation(DamageSourceBone);
const FVector TraceEnd = TraceStart + (GetActorForwardVector() * MeleeTraceDistance);
// check for pawn and world dynamic collision object types
FCollisionObjectQueryParams ObjectParams;
ObjectParams.AddObjectTypesToQuery(ECC_Pawn);
ObjectParams.AddObjectTypesToQuery(ECC_WorldDynamic);
// use a sphere shape for the sweep
FCollisionShape CollisionShape;
CollisionShape.SetSphere(MeleeTraceRadius);
// ignore self
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this);
if (GetWorld()->SweepMultiByObjectType(OutHits, TraceStart, TraceEnd, FQuat::Identity, ObjectParams, CollisionShape, QueryParams))
{
// iterate over each object hit
for (const FHitResult& CurrentHit : OutHits)
{
// check if we've hit a damageable actor
ICombatDamageable* Damageable = Cast<ICombatDamageable>(CurrentHit.GetActor());
if (Damageable)
{
// knock upwards and away from the impact normal
const FVector Impulse = (CurrentHit.ImpactNormal * -MeleeKnockbackImpulse) + (FVector::UpVector * MeleeLaunchImpulse);
// pass the damage event to the actor
Damageable->ApplyDamage(MeleeDamage, this, CurrentHit.ImpactPoint, Impulse);
// call the BP handler to play effects, etc.
DealtDamage(MeleeDamage, CurrentHit.ImpactPoint);
}
}
}
}
void ACombatCharacter::CheckCombo()
{
// are we playing a non-charge attack animation?
if (bIsAttacking && !bIsChargingAttack)
{
// is the last attack input not stale?
if (GetWorld()->GetTimeSeconds() - CachedAttackInputTime <= ComboInputCacheTimeTolerance)
{
// consume the attack input so we don't accidentally trigger it twice
CachedAttackInputTime = 0.0f;
// increase the combo counter
++ComboCount;
// do we still have a combo section to play?
if (ComboCount < ComboSectionNames.Num())
{
// notify enemies they are about to be attacked
NotifyEnemiesOfIncomingAttack();
// jump to the next combo section
if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance())
{
AnimInstance->Montage_JumpToSection(ComboSectionNames[ComboCount], ComboAttackMontage);
}
}
}
}
}
void ACombatCharacter::CheckChargedAttack()
{
// raise the looped charged attack flag
bHasLoopedChargedAttack = true;
// jump to either the loop or the attack section depending on whether we're still holding the charge button
if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance())
{
AnimInstance->Montage_JumpToSection(bIsChargingAttack ? ChargeLoopSection : ChargeAttackSection, ChargedAttackMontage);
}
}
void ACombatCharacter::NotifyEnemiesOfIncomingAttack()
{
// sweep for objects in front of the character to be hit by the attack
TArray<FHitResult> OutHits;
// start at the actor location, sweep forward
const FVector TraceStart = GetActorLocation();
const FVector TraceEnd = TraceStart + (GetActorForwardVector() * DangerTraceDistance);
// check for pawn object types only
FCollisionObjectQueryParams ObjectParams;
ObjectParams.AddObjectTypesToQuery(ECC_Pawn);
// use a sphere shape for the sweep
FCollisionShape CollisionShape;
CollisionShape.SetSphere(DangerTraceRadius);
// ignore self
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this);
if (GetWorld()->SweepMultiByObjectType(OutHits, TraceStart, TraceEnd, FQuat::Identity, ObjectParams, CollisionShape, QueryParams))
{
// iterate over each object hit
for (const FHitResult& CurrentHit : OutHits)
{
// check if we've hit a damageable actor
ICombatDamageable* Damageable = Cast<ICombatDamageable>(CurrentHit.GetActor());
if (Damageable)
{
// notify the enemy
Damageable->NotifyDanger(GetActorLocation(), this);
}
}
}
}
void ACombatCharacter::ApplyDamage(float Damage, AActor* DamageCauser, const FVector& DamageLocation, const FVector& DamageImpulse)
{
// pass the damage event to the actor
FDamageEvent DamageEvent;
const float ActualDamage = TakeDamage(Damage, DamageEvent, nullptr, DamageCauser);
// only process knockback and effects if we received nonzero damage
if (ActualDamage > 0.0f)
{
// apply the knockback impulse
GetCharacterMovement()->AddImpulse(DamageImpulse, true);
// is the character ragdolling?
if (GetMesh()->IsSimulatingPhysics())
{
// apply an impulse to the ragdoll
GetMesh()->AddImpulseAtLocation(DamageImpulse * GetMesh()->GetMass(), DamageLocation);
}
// pass control to BP to play effects, etc.
ReceivedDamage(ActualDamage, DamageLocation, DamageImpulse.GetSafeNormal());
}
}
void ACombatCharacter::HandleDeath()
{
// disable movement while we're dead
GetCharacterMovement()->DisableMovement();
// enable full ragdoll physics
GetMesh()->SetSimulatePhysics(true);
// hide the life bar
LifeBar->SetHiddenInGame(true);
// pull back the camera
GetCameraBoom()->TargetArmLength = DeathCameraDistance;
// schedule respawning
GetWorld()->GetTimerManager().SetTimer(RespawnTimer, this, &ACombatCharacter::RespawnCharacter, RespawnTime, false);
}
void ACombatCharacter::ApplyHealing(float Healing, AActor* Healer)
{
// stub
}
void ACombatCharacter::NotifyDanger(const FVector& DangerLocation, AActor* DangerSource)
{
// stub
}
void ACombatCharacter::RespawnCharacter()
{
// destroy the character and let it be respawned by the Player Controller
Destroy();
}
float ACombatCharacter::TakeDamage(float Damage, struct FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser)
{
// only process damage if the character is still alive
if (CurrentHP <= 0.0f)
{
return 0.0f;
}
// reduce the current HP
CurrentHP -= Damage;
// have we run out of HP?
if (CurrentHP <= 0.0f)
{
// die
HandleDeath();
}
else
{
// update the life bar
LifeBarWidget->SetLifePercentage(CurrentHP / MaxHP);
// enable partial ragdoll physics, but keep the pelvis vertical
GetMesh()->SetPhysicsBlendWeight(0.5f);
GetMesh()->SetBodySimulatePhysics(PelvisBoneName, false);
}
// return the received damage amount
return Damage;
}
void ACombatCharacter::Landed(const FHitResult& Hit)
{
Super::Landed(Hit);
// is the character still alive?
if (CurrentHP >= 0.0f)
{
// disable ragdoll physics
GetMesh()->SetPhysicsBlendWeight(0.0f);
}
}
void ACombatCharacter::BeginPlay()
{
Super::BeginPlay();
// get the life bar from the widget component
LifeBarWidget = Cast<UCombatLifeBar>(LifeBar->GetUserWidgetObject());
check(LifeBarWidget);
// initialize the camera
GetCameraBoom()->TargetArmLength = DefaultCameraDistance;
// save the relative transform for the mesh so we can reset the ragdoll later
MeshStartingTransform = GetMesh()->GetRelativeTransform();
// set the life bar color
LifeBarWidget->SetBarColor(LifeBarColor);
// reset HP to maximum
ResetHP();
}
void ACombatCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
// clear the respawn timer
GetWorld()->GetTimerManager().ClearTimer(RespawnTimer);
}
void ACombatCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// Set up action bindings
if (UEnhancedInputComponent* EnhancedInputComponent = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
// Moving
EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ACombatCharacter::Move);
// Looking
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ACombatCharacter::Look);
EnhancedInputComponent->BindAction(MouseLookAction, ETriggerEvent::Triggered, this, &ACombatCharacter::Look);
// Combo Attack
EnhancedInputComponent->BindAction(ComboAttackAction, ETriggerEvent::Started, this, &ACombatCharacter::ComboAttackPressed);
// Charged Attack
EnhancedInputComponent->BindAction(ChargedAttackAction, ETriggerEvent::Started, this, &ACombatCharacter::ChargedAttackPressed);
EnhancedInputComponent->BindAction(ChargedAttackAction, ETriggerEvent::Completed, this, &ACombatCharacter::ChargedAttackReleased);
// Camera Side Toggle
EnhancedInputComponent->BindAction(ToggleCameraAction, ETriggerEvent::Triggered, this, &ACombatCharacter::ToggleCamera);
}
}
void ACombatCharacter::NotifyControllerChanged()
{
Super::NotifyControllerChanged();
// update the respawn transform on the Player Controller
if (ACombatPlayerController* PC = Cast<ACombatPlayerController>(GetController()))
{
PC->SetRespawnTransform(GetActorTransform());
}
}
|